ebiten/graphics/opengl/internal/shader/drawtexture.go

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package shader
import (
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"github.com/go-gl/gl"
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"github.com/hajimehoshi/ebiten/graphics"
"github.com/hajimehoshi/ebiten/graphics/matrix"
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"sync"
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)
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var once sync.Once
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func DrawTexture(native gl.Texture, projectionMatrix [16]float32, quads []graphics.TextureQuad, geo matrix.Geometry, color matrix.Color) {
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once.Do(func() {
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initialize()
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})
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if len(quads) == 0 {
return
}
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// TODO: Check performance
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shaderProgram := use(projectionMatrix, geo, color)
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native.Bind(gl.TEXTURE_2D)
defer gl.Texture(0).Bind(gl.TEXTURE_2D)
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vertexAttrLocation := getAttributeLocation(shaderProgram, "vertex")
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texCoordAttrLocation := getAttributeLocation(shaderProgram, "tex_coord")
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gl.EnableClientState(gl.VERTEX_ARRAY)
gl.EnableClientState(gl.TEXTURE_COORD_ARRAY)
vertexAttrLocation.EnableArray()
texCoordAttrLocation.EnableArray()
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defer func() {
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texCoordAttrLocation.DisableArray()
vertexAttrLocation.DisableArray()
gl.DisableClientState(gl.TEXTURE_COORD_ARRAY)
gl.DisableClientState(gl.VERTEX_ARRAY)
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}()
vertices := []float32{}
texCoords := []float32{}
indicies := []uint32{}
// TODO: Check len(parts) and GL_MAX_ELEMENTS_INDICES
for i, quad := range quads {
x1 := quad.VertexX1
x2 := quad.VertexX2
y1 := quad.VertexY1
y2 := quad.VertexY2
vertices = append(vertices,
x1, y1,
x2, y1,
x1, y2,
x2, y2,
)
u1 := quad.TextureCoordU1
u2 := quad.TextureCoordU2
v1 := quad.TextureCoordV1
v2 := quad.TextureCoordV2
texCoords = append(texCoords,
u1, v1,
u2, v1,
u1, v2,
u2, v2,
)
base := uint32(i * 4)
indicies = append(indicies,
base, base+1, base+2,
base+1, base+2, base+3,
)
}
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vertexAttrLocation.AttribPointer(2, gl.FLOAT, false, 0, vertices)
texCoordAttrLocation.AttribPointer(2, gl.FLOAT, false, 0, texCoords)
gl.DrawElements(gl.TRIANGLES, len(indicies), gl.UNSIGNED_INT, indicies)
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}